The Navigator’s Guide to the Tygerian Isles: Winds, Waves, and Wintermas
Good morning, adventurers! As the Royal Cartographer, I’ve spent many a night under the "Ink of Anticipation" charting the shifting tides of Zimrala. Today, we focus our spyglass on the Tygerian Isles—a realm of stark beauty, holiday divinity, and monster-infested waters.
Whether you are navigating the "Human Scum" filled alleys of Port Chrox or seeking the blessing of the Ice Queen Isdis in the Winter Wonderlands, you’ll need to know which way the wind blows.
The Divine Climate: Isdis and the Spirit of Wintermas
The weather here isn't just atmospheric—it's divine. Isdis, the Tygerian Ice Goddess, rules both the Winter Wonderlands and Thrivaldi. Infused with the spirit of Wintermas (the fusion of the solstice and Yule), she spreads cheer through gift-giving, a tradition carried across Zimrala by the Jolly Red Wizard (St. Nicholas).
Gift-giving began with her and her son, the Baby Tyger Claws (Clause), who was taught by the Jolly Red Wizard how to spread joy. But beware: where Isdis brings the warmth of the hearth, the Arch-Demon Shadow-Frost brings a chill wreathed in frost and shadow.
Master Seasonal Weather Tables (d66)
To determine the day's weather, roll two six-sided dice. The first is the "tens" and the second is the "ones" (e.g., a roll of 3 and 4 is "34").
I. Spring: The Thaw & Flooding
Roll (d66) | Weather Condition | Effect |
11–15 | Thunderstorms & Flooding | 0 to 5°C; Save vs Luck or lose gear to the currents. |
16–25 | Constant Rain Showers | 5 to 10°C; Ground is mud; tracking is impossible. |
26–35 | Normal Spring Weather | 10 to 15°C; +1 to all foraging and hunting rolls. |
36–45 | Warm and Breezy | 15 to 20°C; +1 to sailing speed for all vessels. |
46–55 | Clear and Pleasant | 10 to 20°C; Restoration of 1 ST per day while resting. |
56–66 | Thick Morning Fog/Mist | 5 to 15°C; -2 to all ranged attacks and visibility. |
II. Summer: The Volatile Warmth
Roll (d66) | Weather Condition | Effect |
11–15 | Fog and Drizzle | 10 to 15°C; Eerie silence in the woods; -1 to IQ checks. |
16–25 | Standard Summer Day | 15 to 20°C; No modifiers; perfect for travel. |
26–35 | Hot and Clear | 20 to 25°C; Visibility is maximum for navigation. |
36–45 | Severe Thunderstorms | 25 to 30°C; Lightning strikes; Save vs IQ or be startled. |
46–55 | Heat Wave | 30 to 35°C; -1 to ST if heavy armor is worn in the sun. |
56–66 | High Humidity | 20 to 30°C; Monsters are restless and aggressive. |
III. The Monsoon: The Great Deluge
Roll (d66) | Weather Condition | Effect |
11–15 | Torrential Downpour | Visibility 5ft; Ranged Prowess impossible. |
16–25 | Flash Flood | Save vs ST or be swept away; 1d6 damage. |
26–35 | Tropical Steam | 35°C+; -1 to IQ checks from heat exhaustion. |
36–45 | Sustained Rain | Loud and heavy; +2 to Stealth rolls. |
46–55 | Grey-Sky Drizzle | Standard humid rain; -1 to tracking. |
56–66 | The Eye of the Gale | Eerie calm; 50% chance of sudden storm reversal. |
III. Fall: The Cooling Shadows
Roll (d66) | Weather Condition | Effect |
11–15 | Early Snow & Storms | -5 to 0°C; Sleet and slush; movement speed halved. |
16–25 | Heavy Rain & High Winds | 0 to 5°C; -2 to Sailing Prowess rolls. |
26–35 | Crisp Fall Weather | 5 to 10°C; +1 to Stealth while moving through foliage. |
36–45 | Cool and Breezy | 10 to 15°C; Best time for long-distance marching. |
46–55 | Clear and Chilly | 5 to 15°C; Nights require a fire for ST recovery. |
56–66 | Ghostly Autumn Mists | 0 to 10°C; Undead gain +1 to all Prowess rolls. |
IV. Winter: The Ice Queen’s Reign
Roll (d66) | Weather Condition | Effect |
11–15 | Whiteout | -20 to -15°C; Visibility 0. Save vs IQ or become lost. |
16–25 | Blinding Blizzard | -15 to -10°C; 1D6 cold damage if no shelter is found. |
26–35 | Heavy Winds | -10 to -5°C; Ranged attacks and fire-starting impossible. |
36–45 | Standard Winter Chill | -5 to 0°C; Normal winter modifiers apply. |
46–55 | Cold and Clear | 0 to 5°C; Isdis’s blessing: +1 to all Luck rolls. |
56–66 | Frost-Shadow Fog | -10 to 0°C; All characters take -1 to CHR from Fear. |
Regional Island Tables (d66)
1. Frostwind Sanctuary
Isdis’s protective glow for escaped slaves.
Roll (d66) | Weather Condition | Effect |
11–26 | Sanctuary Glow | Warm light. Heals 1 Hit Point per hour. |
27–46 | Ice Fang Cold | North winds. Save vs. CON or take 1 damage. |
47–66 | Shadow-Frost Remnant | Black frost. All take -1 to CHR (Fear). |
2. Achrex & Bodeleaf Forest
Magna Marta’s dark woods and the new Fey colony.
Roll (d66) | Weather Condition | Effect |
11–26 | The Whispering Wind | Save vs. IQ or wander off into the brush. |
27–46 | Magna’s Gloom | Natural light becomes dim; -1 to visibility. |
47–66 | Root-Rot Rain | 1d6 damage to leather/cloth items if exposed. |
3. Achrox Fenland Bog & Super Lake
Roll (d66) | Weather Condition | Effect |
11–26 | Stench of the Ancients | Toxic gas. Save vs CON or be nauseated. |
27–46 | Muddy Mist | Thick humidity. Hiding is easier (+1 Stealth). |
47–66 | Bog Storm | Green lightning. Magic is wild (+1 or -1 to rolls). |
4. Achrox Port Chrox
Home to Human Scum, Bandits, Assassins, and Vampires.
Roll (d66) | Weather Condition | Effect |
11–26 | Thieves' Fog | Thick mist. +2 to Stealth; muffles all sound. |
27–46 | Merchant’s Tide | Steady winds. Shipping Prowess rolls get a +1. |
47–66 | The Blood Moon | Red night. Vampires gain +1 to all rolls; panic. |
5. Thimblethumb
Monster-infested wildlands and the home of the Lyusartons.
Roll (d66) | Weather Condition | Effect |
11–26 | The Monster Call | Humidity makes beasts restless. Roll for encounter. |
27–46 | Thimble Mist | Cool drizzle. -1 to Tracking rolls. |
47–66 | Tropical Squall | Heavy rain. Washes away all traces of travel. |
6. New Tuslan
Warped by the Ether Dragon portals and the transformation of Lord Mongo Avery.
Roll (d66) | Weather Condition | Effect |
11–26 | Portal Heat | Unnatural ether-heat. Must drink or lose 1 ST point. |
27–46 | Neon Rain | Glowing rain. Hiding is impossible; -2 to Stealth. |
47–66 | Static Storm | Electricity in trees. +1d6 to Lightning magic. |
7. Tygeria & Kings Port
The civilized heart of the Isles, though soot-stained and busy.
Roll (d66) | Weather Condition | Effect |
11–26 | Kings Port Smog | Soot from the forges. Visibility limited to 30ft. |
27–46 | The Tyger’s Warmth | Clear skies. +1 to all social Prowess rolls. |
47–66 | Gale of the High King | Fierce winds. Sailing is impossible in the harbor. |
9. Spirerock & The Sargasso Sea
A maritime graveyard.
Roll (d66) | Weather Condition | Effect |
11–26 | The Stillness | Zero wind. Sailing ships are stuck. |
27–46 | Kelp-Warmth | Stagnant air. -1 to DEX from exhaustion. |
47–66 | Sargasso Surge | Risk of hull damage; roll Luck to avoid. |
10. Thrasir Island & Mount Grey Hore
Sturm Giants and Frost Dwarves. Alpine extremes.
Roll (d66) | Weather Condition | Effect |
11–26 | Sturm Thunder | Save vs. Luck or be stunned for 1 turn. |
27–46 | Giant’s Flurry | Heavy snow. Movement speed is halved. |
47–66 | Alpine Clarity | High-altitude. +2 to ranged combat rolls. |
11. Tresor Island (The Dwarf Mines)
Roll (d66) | Weather Condition | Effect |
11–26 | Dust Cloud | Mining grit in air. -1 to Prowess for ranged combat. |
27–46 | Golden Glow | Sun hitting the veins. +1 to Luck for finding gems. |
47–66 | Tremor Wind | Heavy gusts from caves. Movement speed reduced by 1/4. |
The Rivers in the Sea: Ocean Currents
The King’s Run: Warm current toward Port Chrox. Cuts travel by 2 days.
The Shadow-Frost Drift: Cold current from the North. Carries icebergs even in summer.
The Spirerock Gyre: Pulls ships toward the center of the Sargasso Sea.
The Bodeleaf River: Flows into viper lake which then overspills into the finland bogs and on out to see the tributaries when folded can get you to and from hawthorne valley in 1d6 days instead of normal 3d6 days when not over filling or in flood stages.
The Tygerian River: pools into artisan lake and on down into Kings Port adn on out to see taking 1d6 to 3d6 days depending on stages of weather!
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Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala, The Tygerian Isles, The Ether Dragons, The Tiger Force Shadow Saga, The specific "Hedge Wizard of the Shreveport Cabin" persona, The "Royal Cartographer" archetype and the character "Emperor Rajah." Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor. Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.
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